Archive for the 'Kick a Linden in the junk' Category

What in the world is wrong with Second Life now?

image I got an interesting IM this morning :

[07:00] Silver Csak:  Dear Robby, The wave and the taketory dont work right in the Shadow sim,,,,,, starting in block position then to kick, then back to block,, takes about 7 seconds if it works at all,,,, pretty serious problem on this sim,,,, but it works fine everywhere else.  Would you tell some one about this please,,,,,, thanks Robby..

Now, I’ve never heard of anything like this before, so I logged in for a bit to check it out.  Turns out, Silver’s right : It is absolutely painful to go into and out of block.  It seemed as if all script state transitions were spotty, and the weapons controlled like mud when going from block->attack, ready->attack, ready->block, etc, etc.  Many times, it simply didn’t work at all.

But it’s not just the Taketori and Wave that were affected.  I even had trouble when using the Cursed Spirit.  The account I used didn’t have all of the weapons, so I wasn’t able to test more than those three, but what I encountered was absolutely abysmal.  The Taketori was worst of all, and the Cursed was best, but none of the three had anything even remotely resembling good performance.

So I went back to my home sim to test.  Same results, I’m sorry to say.  I was flabbergasted.  Surely this couldn’t be a general problem, right?  I mean…  I’d expect hundreds of people to be raising hell over such poor performance, but I’ve not really heard anything that would indicate such widespread problems.

I still had a bit of time to test before I had to return to work, so I headed to Samurai Island and Edo to check things out.  While performance was still relatively lousy compared to what I was experiencing before my recent break from SL, it was at least an order of magnitude better than the last two sims I’d been in.  I started to feel a little better, thinking that I wouldn’t be too surprised if a couple simulators were having problems.  That is, until I teleported to another sim.

So far, three out of four sims were so bad that it was simply not even worth trying.  I can’t state that strongly enough : I would absolutely not try to have a fight in those sims.  You couldn’t pay me to waste my time, even, because there’s absolutely no question that it would be nothing but an exercise in frustration.

Just to be sure, I tried yet another sim.  Same thing, the performance (and by the way I noted that the ’sim stats’ display for all of the sims showed near-perfect numbers) was so bad that I gave up within thirty seconds.  This is exceptionally discouraging, because just a couple of days ago I was having absolutely no problems whatsoever, and the difference was as noticeable as hitting a brick wall at 50mph.

The only anomaly I noticed was that the Samurai Island estate simulators were running a difference version of the sim software (as indicated by a popup notice), but everything else appeared fine.

So, anyone know what this is, and when it started?  Did I just miss out on knowing this because I’ve been out of touch?  Is this a known issue? 

What the hell is going on here?

Popularity: 20% [?]

Second Life network problems - Taketori Sales Offline

In the last 15 minutes, I’ve gotten 30+ emails from my in-world vendors and various user’s swords that indicate that Second Life objects are failing to contact my web server, so I have temporarily disables sales once again.

This weekend, I will be removing all in-world Wave Katana vendors in preparation for switching over to networked vendors.  I hope this doesn’t cause anyone any inconvenience, and I ask for your patience and understanding.

One last note : Because in-world objects seem to be unable at the moment to contact outside web servers, it is possible that the C:SI grid-wide scoring system is currently not storing all win/loss data that it should be.  I am not able to get in-world long enough to verify this, and it could be that it is just inconsistent rather than failing every time.  There’s nothing we can do about this : If Second Life is having network problems, it’s beyond our control :(

Popularity: 35% [?]

Kick bug fixed - Could it be? Really?

Seems that some regions that were updated in today’s rolling restart include Kelly Linden’s fix for the infamous "C:SI Kick Bug", which was introduced with Havok 4 and removed the push part of the C:SI weapon’s kick attacks.  This was a major annoyance for many of us, and required a dramatic change of strategy for most.

Zero Gee sent me an IM notifying me that Samurai Edo was included in today’s update and that it would be a good time to check whether the fix was included, so in-world I went and work be damned :)

It seems that the behavior is a little bit different (kicks are more vertical than previously), and that might take a bit of getting used to, but overall it’s a great deal better than kicks doing nothing at all, and I’m very pleased to report that Kelly Linden is now my favorite-est Linden of all!

Popularity: 39% [?]

Coming soon to a simulator near you : SVC-1648

svc-1648-fixed This is promising news : Kelly Linden reported that he expects the fix to the C:SI kick bug to be deployed in the near future (or now, depending on the order of the rolling update, I guess), and has marked the Jira issue as [Resolved] and [Fixed] and deployed in the latest server-side code rollout V1.21 :

kelly linden - 29/Apr/08 11:31 AM

This issue should be fixed in the current simulator version (1.21)

I’m not able to verify this at the moment (durned work making me work), but I’d love it if anyone could verify this and let me know :)

[UPDATE]

False alarm :(

Kelly Linden said… 

Resolution:     (was: Fixed)
       Status: Fix Pending  (was: Resolved)

Arg, oops!! This is NOT fixed in 1.21, but will be in 1.22 (the next version we release, I hope).

Sorry Robby!  This got caught in some pjira clean up I was doing.  I thought I re-read all the issues to only get the ones fixed in 1.21, but not well enough I guess.

Popularity: 38% [?]



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